419 lines
15 KiB
C++
419 lines
15 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_MD2_IMPORTER
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/** @file Implementation of the MD2 importer class */
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#include "MD2Loader.h"
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#include "MaterialSystem.h"
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#include "ByteSwap.h"
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#include "MD2NormalTable.h" // shouldn't be included by other units
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using namespace Assimp;
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using namespace Assimp::MD2;
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// helper macro to determine the size of an array
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#if (!defined ARRAYSIZE)
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# define ARRAYSIZE(_array) (int(sizeof(_array) / sizeof(_array[0])))
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#endif
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// ------------------------------------------------------------------------------------------------
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// Helper function to lookup a normal in Quake 2's precalculated table
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void MD2::LookupNormalIndex(uint8_t iNormalIndex,aiVector3D& vOut)
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{
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// make sure the normal index has a valid value
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if (iNormalIndex >= ARRAYSIZE(g_avNormals)) {
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DefaultLogger::get()->warn("Index overflow in Quake II normal vector list");
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iNormalIndex = ARRAYSIZE(g_avNormals) - 1;
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}
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vOut = *((const aiVector3D*)(&g_avNormals[iNormalIndex]));
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MD2Importer::MD2Importer()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MD2Importer::~MD2Importer()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool MD2Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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const std::string extension = GetExtension(pFile);
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if (extension == "md2")
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return true;
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// if check for extension is not enough, check for the magic tokens
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if (!extension.length() || checkSig) {
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uint32_t tokens[1];
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tokens[0] = AI_MD2_MAGIC_NUMBER_LE;
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return CheckMagicToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a list of all extensions supported by this loader
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void MD2Importer::GetExtensionList(std::string& append)
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{
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append.append("*.md2");
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties
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void MD2Importer::SetupProperties(const Importer* pImp)
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{
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// The
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// AI_CONFIG_IMPORT_MD2_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD2_KEYFRAME,0xffffffff);
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if(0xffffffff == configFrameID){
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Validate the file header
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void MD2Importer::ValidateHeader( )
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{
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// check magic number
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if (m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_BE &&
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m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_LE)
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{
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char szBuffer[5];
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szBuffer[0] = ((char*)&m_pcHeader->magic)[0];
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szBuffer[1] = ((char*)&m_pcHeader->magic)[1];
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szBuffer[2] = ((char*)&m_pcHeader->magic)[2];
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szBuffer[3] = ((char*)&m_pcHeader->magic)[3];
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szBuffer[4] = '\0';
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throw new ImportErrorException("Invalid MD2 magic word: should be IDP2, the "
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"magic word found is " + std::string(szBuffer));
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}
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// check file format version
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if (m_pcHeader->version != 8)
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DefaultLogger::get()->warn( "Unsupported md2 file version. Continuing happily ...");
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// check some values whether they are valid
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if (0 == m_pcHeader->numFrames)
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throw new ImportErrorException( "Invalid md2 file: NUM_FRAMES is 0");
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if (m_pcHeader->offsetEnd > (uint32_t)fileSize)
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throw new ImportErrorException( "Invalid md2 file: File is too small");
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if (m_pcHeader->offsetSkins + m_pcHeader->numSkins * sizeof (MD2::Skin) >= fileSize ||
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m_pcHeader->offsetTexCoords + m_pcHeader->numTexCoords * sizeof (MD2::TexCoord) >= fileSize ||
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m_pcHeader->offsetTriangles + m_pcHeader->numTriangles * sizeof (MD2::Triangle) >= fileSize ||
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m_pcHeader->offsetFrames + m_pcHeader->numFrames * sizeof (MD2::Frame) >= fileSize ||
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m_pcHeader->offsetEnd > fileSize)
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{
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throw new ImportErrorException("Invalid MD2 header: some offsets are outside the file");
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}
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if (m_pcHeader->numSkins > AI_MD2_MAX_SKINS)
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DefaultLogger::get()->warn("The model contains more skins than Quake 2 supports");
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if ( m_pcHeader->numFrames > AI_MD2_MAX_FRAMES)
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DefaultLogger::get()->warn("The model contains more frames than Quake 2 supports");
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if (m_pcHeader->numVertices > AI_MD2_MAX_VERTS)
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DefaultLogger::get()->warn("The model contains more vertices than Quake 2 supports");
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if (m_pcHeader->numFrames <= configFrameID )
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throw new ImportErrorException("The requested frame is not existing the file");
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void MD2Importer::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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throw new ImportErrorException( "Failed to open MD2 file " + pFile + "");
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// check whether the md3 file is large enough to contain
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// at least the file header
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fileSize = (unsigned int)file->FileSize();
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if( fileSize < sizeof(MD2::Header))
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throw new ImportErrorException( "MD2 File is too small");
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std::vector<uint8_t> mBuffer2(fileSize);
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file->Read(&mBuffer2[0], 1, fileSize);
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mBuffer = &mBuffer2[0];
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m_pcHeader = (BE_NCONST MD2::Header*)mBuffer;
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#ifdef AI_BUILD_BIG_ENDIAN
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ByteSwap::Swap4(&m_pcHeader->frameSize);
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ByteSwap::Swap4(&m_pcHeader->magic);
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ByteSwap::Swap4(&m_pcHeader->numFrames);
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ByteSwap::Swap4(&m_pcHeader->numGlCommands);
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ByteSwap::Swap4(&m_pcHeader->numSkins);
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ByteSwap::Swap4(&m_pcHeader->numTexCoords);
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ByteSwap::Swap4(&m_pcHeader->numTriangles);
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ByteSwap::Swap4(&m_pcHeader->numVertices);
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ByteSwap::Swap4(&m_pcHeader->offsetEnd);
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ByteSwap::Swap4(&m_pcHeader->offsetFrames);
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ByteSwap::Swap4(&m_pcHeader->offsetGlCommands);
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ByteSwap::Swap4(&m_pcHeader->offsetSkins);
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ByteSwap::Swap4(&m_pcHeader->offsetTexCoords);
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ByteSwap::Swap4(&m_pcHeader->offsetTriangles);
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ByteSwap::Swap4(&m_pcHeader->skinHeight);
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ByteSwap::Swap4(&m_pcHeader->skinWidth);
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ByteSwap::Swap4(&m_pcHeader->version);
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#endif
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ValidateHeader();
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// there won't be more than one mesh inside the file
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pScene->mNumMaterials = 1;
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = new MaterialHelper();
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pScene->mNumMeshes = 1;
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pScene->mMeshes = new aiMesh*[1];
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aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
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pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// navigate to the begin of the frame data
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BE_NCONST MD2::Frame* pcFrame = (BE_NCONST MD2::Frame*) ((uint8_t*)
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m_pcHeader + m_pcHeader->offsetFrames);
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pcFrame += configFrameID;
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// navigate to the begin of the triangle data
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MD2::Triangle* pcTriangles = (MD2::Triangle*) ((uint8_t*)
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m_pcHeader + m_pcHeader->offsetTriangles);
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// navigate to the begin of the tex coords data
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BE_NCONST MD2::TexCoord* pcTexCoords = (BE_NCONST MD2::TexCoord*) ((uint8_t*)
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m_pcHeader + m_pcHeader->offsetTexCoords);
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// navigate to the begin of the vertex data
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BE_NCONST MD2::Vertex* pcVerts = (BE_NCONST MD2::Vertex*) (pcFrame->vertices);
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#ifdef AI_BUILD_BIG_ENDIAN
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for (uint32_t i = 0; i< m_pcHeader->numTriangles; ++i)
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{
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for (unsigned int p = 0; p < 3;++p)
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{
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ByteSwap::Swap2(& pcTriangles[i].textureIndices[p]);
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ByteSwap::Swap2(& pcTriangles[i].vertexIndices[p]);
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}
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}
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for (uint32_t i = 0; i < m_pcHeader->offsetTexCoords;++i)
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{
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ByteSwap::Swap2(& pcTexCoords[i].s);
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ByteSwap::Swap2(& pcTexCoords[i].t);
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}
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ByteSwap::Swap4( & pcFrame->scale[0] );
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ByteSwap::Swap4( & pcFrame->scale[1] );
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ByteSwap::Swap4( & pcFrame->scale[2] );
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ByteSwap::Swap4( & pcFrame->translate[0] );
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ByteSwap::Swap4( & pcFrame->translate[1] );
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ByteSwap::Swap4( & pcFrame->translate[2] );
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#endif
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pcMesh->mNumFaces = m_pcHeader->numTriangles;
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pcMesh->mFaces = new aiFace[m_pcHeader->numTriangles];
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// allocate output storage
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pcMesh->mNumVertices = (unsigned int)pcMesh->mNumFaces*3;
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pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
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// Not sure whether there are MD2 files without texture coordinates
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// NOTE: texture coordinates can be there without a texture,
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// but a texture can't be there without a valid UV channel
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MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
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const int iMode = (int)aiShadingMode_Gouraud;
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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if (m_pcHeader->numTexCoords && m_pcHeader->numSkins)
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{
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// navigate to the first texture associated with the mesh
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const MD2::Skin* pcSkins = (const MD2::Skin*) ((unsigned char*)m_pcHeader +
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m_pcHeader->offsetSkins);
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aiColor3D clr;
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clr.b = clr.g = clr.r = 1.0f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
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clr.b = clr.g = clr.r = 0.05f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
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if (pcSkins->name[0])
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{
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aiString szString;
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const size_t iLen = ::strlen(pcSkins->name);
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::memcpy(szString.data,pcSkins->name,iLen);
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szString.data[iLen] = '\0';
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szString.length = iLen;
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pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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else{
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DefaultLogger::get()->warn("Texture file name has zero length. It will be skipped.");
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}
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}
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else
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{
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// apply a default material
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aiColor3D clr;
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clr.b = clr.g = clr.r = 0.6f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
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clr.b = clr.g = clr.r = 0.05f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
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aiString szName;
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szName.Set(AI_DEFAULT_TEXTURED_MATERIAL_NAME);
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pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
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aiString sz;
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// TODO: Try to guess the name of the texture file from the model file name
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sz.Set("$texture_dummy.bmp");
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pcHelper->AddProperty(&sz,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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// now read all triangles of the first frame, apply scaling and translation
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unsigned int iCurrent = 0;
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float fDivisorU = 1.0f,fDivisorV = 1.0f;
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if (m_pcHeader->numTexCoords)
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{
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// allocate storage for texture coordinates, too
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pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mNumUVComponents[0] = 2;
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// check whether the skin width or height are zero (this would
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// cause a division through zero)
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if (!m_pcHeader->skinWidth) {
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DefaultLogger::get()->error("MD2: No valid skin width given");
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}
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else fDivisorU = (float)m_pcHeader->skinWidth;
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if (!m_pcHeader->skinHeight){
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DefaultLogger::get()->error("MD2: No valid skin height given");
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}
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else fDivisorV = (float)m_pcHeader->skinHeight;
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}
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for (unsigned int i = 0; i < (unsigned int)m_pcHeader->numTriangles;++i)
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{
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// Allocate the face
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pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
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pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
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// copy texture coordinates
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// check whether they are different from the previous value at this index.
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// In this case, create a full separate set of vertices/normals/texcoords
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for (unsigned int c = 0; c < 3;++c,++iCurrent)
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{
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// validate vertex indices
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register unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
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if (iIndex >= m_pcHeader->numVertices)
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{
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DefaultLogger::get()->error("MD2: Vertex index is outside the allowed range");
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iIndex = m_pcHeader->numVertices-1;
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}
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// read x,y, and z component of the vertex
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aiVector3D& vec = pcMesh->mVertices[iCurrent];
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vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
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vec.x += pcFrame->translate[0];
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vec.y = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
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vec.y += pcFrame->translate[1];
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vec.z = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
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vec.z += pcFrame->translate[2];
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// read the normal vector from the precalculated normal table
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aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
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LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
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// invert z for proper output coordinate system
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vNormal.z *= -1.0f;
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vec.z *= -1.0f;
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if (m_pcHeader->numTexCoords) {
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// validate texture coordinates
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iIndex = pcTriangles[i].textureIndices[c];
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if (iIndex >= m_pcHeader->numTexCoords) {
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DefaultLogger::get()->error("MD2: UV index is outside the allowed range");
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iIndex = m_pcHeader->numTexCoords-1;
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}
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aiVector3D& pcOut = pcMesh->mTextureCoords[0][iCurrent];
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// the texture coordinates are absolute values but we
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// need relative values between 0 and 1
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pcOut.x = pcTexCoords[iIndex].s / fDivisorU;
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pcOut.y = 1.f-pcTexCoords[iIndex].t / fDivisorV;
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}
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pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
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}
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}
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}
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#endif // !! ASSIMP_BUILD_NO_MD2_IMPORTER
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